Here's a set of eye morphs for Genesis 2 Female (Male equivalents will follow).

There are six morphs in this set. They will be found in Parameters > … more »

Here's a set of eye morphs for Genesis 2 Female (Male equivalents will follow).

There are six morphs in this set. They will be found in Parameters > Head > Eyes > mjc.

They are a Corneal Bulge. This is useful for adding that little 'pop' to the eyes when rendering with physically plausible/physically accurate shaders (doesn't matter which renderer). A cornea is not flat, so to get the best eyes you can, a little curvature is needed. This morph provides that curvature.

A Pupil Dilation morph is next on the list. Pupils change size in response to light...so should your G2F.

There are two 'correction' morphs. One to move the iris forward and back (Iris depth). Adding a little of this with the bulge morph adds a little more 'realism' to the eye.

Then there is a 'Pupil Back Adjust'...for those times when there is that pesky little black ring in the iris. It's likely to be the edges of the pupil. Just give this one a little positive nudge...and they are gone.

Finally there are two slit morphs. A vertical slit and a horizontal slit...useful for many creature/alien/supernatural beings/critters...

Usage is pretty simple...you can use them for any purpose (personal/commercial) that you can use the base Genesis 2 meshes for. In other words, any render is yours. But you cannot redistribute them or claim them as your own...they are mine, and I'm a possessive old cuss.

The promo render is the base G2F eye texture (as she loads), with reflections set to Raytrace (and on) at 5% and the rest of G2F set to the 'default grey'/blank shader.

All renders are in DS 4.7, with the 3Delight renderer.

The first image is the default eye settings except it has Refraction on and the IoR set to 1.376 and Reflections on at 5% strength.

The second image is with the CorneaBulge at 100%, IrisDepth at 5%, Pupil Dilation at -82%...it also has Refraction on and the IoR set to 1.376 and Reflections on at 5% strength.

Lighting for both images is with an environment light shader and no other light in the scene. A dome is being used and the same HDR that was used for lighting is providing the raytraced reflections.